wip: don't lock command mutex for each mass/spring in FillGraph()

This commit is contained in:
2026-02-24 02:05:44 +01:00
parent 550970f8a1
commit 74065b7ea2
5 changed files with 35 additions and 10 deletions

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@ -30,7 +30,7 @@ constexpr float ROT_SPEED = 1.0;
constexpr float CAMERA_SMOOTH_SPEED = 15.0;
// Physics Engine
constexpr float SIM_SPEED = 4.0; // How large each update should be
constexpr float SIM_SPEED = 0.2; // How large each update should be
constexpr float TIMESTEP = 1.0 / 90; // Do 90 physics updates per second
constexpr float MASS = 1.0; // Mass spring system
constexpr float SPRING_CONSTANT = 5.0; // Mass spring system

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@ -83,7 +83,7 @@ public:
std::unordered_map<std::pair<State, State>, int> state_springs;
public:
MassSpringSystem() {
MassSpringSystem() : threads(std::thread::hardware_concurrency() - 1) {
#ifndef BARNES_HUT
last_build = REPULSION_GRID_REFRESH;
std::cout << "Using uniform grid repulsion force calculation." << std::endl;
@ -188,6 +188,10 @@ public:
auto AddSpringCmd(const State &a, const State &b) -> void;
auto ClearCmd() -> void;
auto AddMassSpringsCmd(const std::unordered_set<State> &masses,
const std::vector<std::pair<State, State>> &springs)
-> void;
};
// https://en.cppreference.com/w/cpp/utility/variant/visit

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@ -39,7 +39,7 @@ auto main(int argc, char *argv[]) -> int {
OrbitCamera3D camera;
Renderer renderer(camera);
ThreadedPhysics physics;
StateManager state(physics);
StateManager state(physics); // TODO: What is this warning?
InputHandler input(state, renderer);
std::vector<Mass> masses; // Read from physics
@ -74,7 +74,7 @@ auto main(int argc, char *argv[]) -> int {
*/
// Read positions from physics thread
// TODO: We're reading a HUGE amount of SHIT, because the state
// TODO: We're copying a HUGE amount of SHIT, because the state
// representations (std::string, ~100 Bytes) are copied ~3 times per
// spring: state_masses<State, int> and state_springs<<State, State>,
// int>

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@ -366,11 +366,18 @@ auto ThreadedPhysics::PhysicsThread(ThreadedPhysics::PhysicsState &state)
}
// Physics update
// TODO: I need this thread to run at a constant rate
mass_springs.ClearForces();
mass_springs.CalculateSpringForces();
mass_springs.CalculateRepulsionForces();
mass_springs.VerletUpdate(TIMESTEP * SIM_SPEED);
// TODO: Notify the main thread of update
// TODO: Just wait here until the main thread has fetched the data?
// Then only the copying would be sequential, while the main thread
// renders this thread can already calculate the physics...
// TODO: Would std::swap help in any way?
// Publish the positions for the renderer (copy)
{
std::lock_guard<LockableBase(std::mutex)> lock(state.pos_mtx);
@ -402,3 +409,17 @@ auto ThreadedPhysics::ClearCmd() -> void {
state.pending_commands.push(ClearGraph{});
}
}
auto ThreadedPhysics::AddMassSpringsCmd(
const std::unordered_set<State> &masses,
const std::vector<std::pair<State, State>> &springs) -> void {
{
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
for (const auto &_state : masses) {
state.pending_commands.push(AddMass{_state});
}
for (const auto &[from, to] : springs) {
state.pending_commands.push(AddSpring{from, to});
}
}
}

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@ -37,12 +37,12 @@ auto StateManager::FillGraph() -> void {
std::pair<std::unordered_set<State>, std::vector<std::pair<State, State>>>
closure = current_state.Closure();
for (const auto &state : closure.first) {
physics.AddMassCmd(state);
}
for (const auto &[from, to] : closure.second) {
physics.AddSpringCmd(from, to);
}
physics.AddMassSpringsCmd(closure.first, closure.second);
// TODO: We have only dispatched the commands, the states won't be downloaded
// when calling this... Make FindWinningStates() another command?
// Or recalculate whenever masses.size() changes?
FindWinningStates();
}